Report Detail

Service & Software Covid-19 Impact on Global Electronic Sports Game Market Size, Status and Forecast 2020-2026

  • RnM3978146
  • |
  • 29 May, 2020
  • |
  • Global
  • |
  • 93 Pages
  • |
  • QYResearch
  • |
  • Service & Software

Electronic Sports Game market is segmented by Type, and by Players. Players, stakeholders, and other participants in the global Electronic Sports Game market will be able to gain the upper hand as they use the report as a powerful resource. The segmental analysis focuses on revenue and forecast by Type and by Players in terms of revenue and forecast for the period 2015-2026.
Since the COVID-19 virus outbreak in December 2019, the disease has spread to almost 200 countries around the globe with the World Health Organization declaring it a public health emergency. The global impacts of the coronavirus disease 2019 (COVID-19) are already starting to be felt, and will significantly affect the Electronic Sports Game market in 2020. The outbreak of COVID-19 has brought effects on many aspects, like flight cancellations; travel bans and quarantines; restaurants closed; all indoor events restricted; over forty countries state of emergency declared; massive slowing of the supply chain; stock market volatility; falling business confidence, growing panic among the population, and uncertainty about future.
This report also analyzes the impact of Coronavirus COVID-19 on the Electronic Sports Game industry.

The key players covered in this study
Valve
Riot Games
Blizzard Entertainment
Microsoft Studios
Electronic Arts
Kapcom
Psyonix
Hi - Rez Studios
Wargaming
Tencent
Epic Games
Nintendo
Wargaming.net
Gfinity

Market segment by Type, the product can be split into
Multiplayer Online Battle Arena (MOBA)
First-person Shooter (FPS)
Fighting
Card Games
Battle Royale
Real-time Strategy (RTS)
Others
Market segment by Players, split into
Team
Individual

Market segment by Regions/Countries, this report covers
North America
Europe
China
Japan
Southeast Asia
India
Central & South America

The study objectives of this report are:
To analyze global Electronic Sports Game status, future forecast, growth opportunity, key market and key players.
To present the Electronic Sports Game development in North America, Europe, China, Japan, Southeast Asia, India and Central & South America.
To strategically profile the key players and comprehensively analyze their development plan and strategies.
To define, describe and forecast the market by type, market and key regions.

In this study, the years considered to estimate the market size of Electronic Sports Game are as follows:
History Year: 2015-2019
Base Year: 2019
Estimated Year: 2020
Forecast Year 2020 to 2026
For the data information by region, company, type and players, 2019 is considered as the base year. Whenever data information was unavailable for the base year, the prior year has been considered.


1 Report Overview

  • 1.1 Study Scope
  • 1.2 Key Market Segments
  • 1.3 Players Covered: Ranking by Electronic Sports Game Revenue
  • 1.4 Covid-19 Implications on Market by Type
    • 1.4.1 Global Electronic Sports Game Market Size Growth Rate by Type: 2020 VS 2026
    • 1.4.2 Multiplayer Online Battle Arena (MOBA)
    • 1.4.3 First-person Shooter (FPS)
    • 1.4.4 Fighting
    • 1.4.5 Card Games
    • 1.4.6 Battle Royale
    • 1.4.7 Real-time Strategy (RTS)
    • 1.4.8 Others
  • 1.5 Market by Application
    • 1.5.1 Global Electronic Sports Game Market Share by Players: 2020 VS 2026
    • 1.5.2 Team
    • 1.5.3 Individual
  • 1.6 Coronavirus Disease 2019 (Covid-19): Electronic Sports Game Industry Impact
    • 1.6.1 Covid-19 Impact: Global GDP Growth, 2019, 2020 and 2021 Projections
    • 1.6.2 Covid-19 Impact: Commodity Prices Indices
    • 1.6.3 Covid-19 Impact: Global Major Government Policy
  • 1.7 Study Objectives
  • 1.8 Years Considered

2 Global Growth Trends

  • 2.1 Covid-19 Implications on Global Electronic Sports Game Market Perspective (2015-2026)
  • 2.2 Covid-19 Implications on Global Electronic Sports Game Growth Trends by Regions
    • 2.2.1 Electronic Sports Game Market Size by Regions: 2015 VS 2020 VS 2026
    • 2.2.2 Electronic Sports Game Historic Market Share by Regions (2015-2020)
    • 2.2.3 Electronic Sports Game Forecasted Market Size by Regions (2021-2026)
  • 2.3 Industry Trends and Growth Strategy
    • 2.3.1 Market Top Trends
    • 2.3.2 Market Drivers
    • 2.3.3 Market Challenges
    • 2.3.4 Porter’s Five Forces Analysis
    • 2.3.5 Electronic Sports Game Market Growth Strategy
    • 2.3.6 Primary Interviews with Key Electronic Sports Game Players (Opinion Leaders)

3 Covid-19 Implications on Competition Landscape by Key Players

  • 3.1 Global Top Electronic Sports Game Players by Market Size
    • 3.1.1 Global Top Electronic Sports Game Players by Revenue (2015-2020)
    • 3.1.2 Global Electronic Sports Game Revenue Market Share by Players (2015-2020)
    • 3.1.3 Global Electronic Sports Game Market Share by Company Type (Tier 1, Tier 2 and Tier 3)
  • 3.2 Global Electronic Sports Game Market Concentration Ratio
    • 3.2.1 Global Electronic Sports Game Market Concentration Ratio (CR5 and HHI)
    • 3.2.2 Global Top 10 and Top 5 Companies by Electronic Sports Game Revenue in 2019
  • 3.3 Electronic Sports Game Key Players Head office and Area Served
  • 3.4 Key Players Electronic Sports Game Product Solution and Service
  • 3.5 Date of Enter into Electronic Sports Game Market
  • 3.6 Mergers & Acquisitions, Expansion Plans

4 Covid-19 Implications on Market Size by Type (2015-2026)

  • 4.1 Global Electronic Sports Game Historic Market Size by Type (2015-2020)
  • 4.2 Global Electronic Sports Game Forecasted Market Size by Type (2021-2026)

5 Covid-19 Implications on Market Size by Players (2015-2026)

  • 5.1 Global Electronic Sports Game Market Size by Players (2015-2020)
  • 5.2 Global Electronic Sports Game Forecasted Market Size by Players (2021-2026)

6 North America Impact of COVID-19

  • 6.1 North America Electronic Sports Game Market Size (2015-2020)
  • 6.2 Electronic Sports Game Key Players in North America (2019-2020)
  • 6.3 North America Electronic Sports Game Market Size by Type (2015-2020)
  • 6.4 North America Electronic Sports Game Market Size by Players (2015-2020)

7 Europe Impact of COVID-19

  • 7.1 Europe Electronic Sports Game Market Size (2015-2020)
  • 7.2 Electronic Sports Game Key Players in Europe (2019-2020)
  • 7.3 Europe Electronic Sports Game Market Size by Type (2015-2020)
  • 7.4 Europe Electronic Sports Game Market Size by Players (2015-2020)

8 China Impact of COVID-19

  • 8.1 China Electronic Sports Game Market Size (2015-2020)
  • 8.2 Electronic Sports Game Key Players in China (2019-2020)
  • 8.3 China Electronic Sports Game Market Size by Type (2015-2020)
  • 8.4 China Electronic Sports Game Market Size by Players (2015-2020)

9 Japan Impact of COVID-19

  • 9.1 Japan Electronic Sports Game Market Size (2015-2020)
  • 9.2 Electronic Sports Game Key Players in Japan (2019-2020)
  • 9.3 Japan Electronic Sports Game Market Size by Type (2015-2020)
  • 9.4 Japan Electronic Sports Game Market Size by Players (2015-2020)

10 Southeast Asia Impact of COVID-19

  • 10.1 Southeast Asia Electronic Sports Game Market Size (2015-2020)
  • 10.2 Electronic Sports Game Key Players in Southeast Asia (2019-2020)
  • 10.3 Southeast Asia Electronic Sports Game Market Size by Type (2015-2020)
  • 10.4 Southeast Asia Electronic Sports Game Market Size by Application (2015-2020)

11 India Impact of COVID-19

  • 11.1 India Electronic Sports Game Market Size (2015-2020)
  • 11.2 Electronic Sports Game Key Players in India (2019-2020)
  • 11.3 India Electronic Sports Game Market Size by Type (2015-2020)
  • 11.4 India Electronic Sports Game Market Size by Application (2015-2020)

12 Central & South America Impact of COVID-19

  • 12.1 Central & South America Electronic Sports Game Market Size (2015-2020)
  • 12.2 Electronic Sports Game Key Players in Central & South America (2019-2020)
  • 12.3 Central & South America Electronic Sports Game Market Size by Type (2015-2020)
  • 12.4 Central & South America Electronic Sports Game Market Size by Application (2015-2020)

13Key Players Profiles

  • 13.1 Valve
    • 13.1.1 Valve Company Details
    • 13.1.2 Valve Business Overview and Its Total Revenue
    • 13.1.3 Valve Electronic Sports Game Introduction
    • 13.1.4 Valve Revenue in Electronic Sports Game Business (2015-2020))
    • 13.1.5 Valve Recent Development and Reaction to COVID-19
  • 13.2 Riot Games
    • 13.2.1 Riot Games Company Details
    • 13.2.2 Riot Games Business Overview and Its Total Revenue
    • 13.2.3 Riot Games Electronic Sports Game Introduction
    • 13.2.4 Riot Games Revenue in Electronic Sports Game Business (2015-2020)
    • 13.2.5 Riot Games Recent Development and Reaction to COVID-19
  • 13.3 Blizzard Entertainment
    • 13.3.1 Blizzard Entertainment Company Details
    • 13.3.2 Blizzard Entertainment Business Overview and Its Total Revenue
    • 13.3.3 Blizzard Entertainment Electronic Sports Game Introduction
    • 13.3.4 Blizzard Entertainment Revenue in Electronic Sports Game Business (2015-2020)
    • 13.3.5 Blizzard Entertainment Recent Development and Reaction to COVID-19
  • 13.4 Microsoft Studios
    • 13.4.1 Microsoft Studios Company Details
    • 13.4.2 Microsoft Studios Business Overview and Its Total Revenue
    • 13.4.3 Microsoft Studios Electronic Sports Game Introduction
    • 13.4.4 Microsoft Studios Revenue in Electronic Sports Game Business (2015-2020)
    • 13.4.5 Microsoft Studios Recent Development and Reaction to COVID-19
  • 13.5 Electronic Arts
    • 13.5.1 Electronic Arts Company Details
    • 13.5.2 Electronic Arts Business Overview and Its Total Revenue
    • 13.5.3 Electronic Arts Electronic Sports Game Introduction
    • 13.5.4 Electronic Arts Revenue in Electronic Sports Game Business (2015-2020)
    • 13.5.5 Electronic Arts Recent Development and Reaction to COVID-19
  • 13.6 Kapcom
    • 13.6.1 Kapcom Company Details
    • 13.6.2 Kapcom Business Overview and Its Total Revenue
    • 13.6.3 Kapcom Electronic Sports Game Introduction
    • 13.6.4 Kapcom Revenue in Electronic Sports Game Business (2015-2020)
    • 13.6.5 Kapcom Recent Development and Reaction to COVID-19
  • 13.7 Psyonix
    • 13.7.1 Psyonix Company Details
    • 13.7.2 Psyonix Business Overview and Its Total Revenue
    • 13.7.3 Psyonix Electronic Sports Game Introduction
    • 13.7.4 Psyonix Revenue in Electronic Sports Game Business (2015-2020)
    • 13.7.5 Psyonix Recent Development and Reaction to COVID-19
  • 13.8 Hi - Rez Studios
    • 13.8.1 Hi - Rez Studios Company Details
    • 13.8.2 Hi - Rez Studios Business Overview and Its Total Revenue
    • 13.8.3 Hi - Rez Studios Electronic Sports Game Introduction
    • 13.8.4 Hi - Rez Studios Revenue in Electronic Sports Game Business (2015-2020)
    • 13.8.5 Hi - Rez Studios Recent Development and Reaction to COVID-19
  • 13.9 Wargaming
    • 13.9.1 Wargaming Company Details
    • 13.9.2 Wargaming Business Overview and Its Total Revenue
    • 13.9.3 Wargaming Electronic Sports Game Introduction
    • 13.9.4 Wargaming Revenue in Electronic Sports Game Business (2015-2020)
    • 13.9.5 Wargaming Recent Development and Reaction to COVID-19
  • 13.10 Tencent
    • 13.10.1 Tencent Company Details
    • 13.10.2 Tencent Business Overview and Its Total Revenue
    • 13.10.3 Tencent Electronic Sports Game Introduction
    • 13.10.4 Tencent Revenue in Electronic Sports Game Business (2015-2020)
    • 13.10.5 Tencent Recent Development and Reaction to COVID-19
  • 13.11 Epic Games
    • 10.11.1 Epic Games Company Details
    • 10.11.2 Epic Games Business Overview and Its Total Revenue
    • 10.11.3 Epic Games Electronic Sports Game Introduction
    • 10.11.4 Epic Games Revenue in Electronic Sports Game Business (2015-2020)
    • 10.11.5 Epic Games Recent Development and Reaction to COVID-19
  • 13.12 Nintendo
    • 10.12.1 Nintendo Company Details
    • 10.12.2 Nintendo Business Overview and Its Total Revenue
    • 10.12.3 Nintendo Electronic Sports Game Introduction
    • 10.12.4 Nintendo Revenue in Electronic Sports Game Business (2015-2020)
    • 10.12.5 Nintendo Recent Development and Reaction to COVID-19
  • 13.13 Wargaming.net
    • 10.13.1 Wargaming.net Company Details
    • 10.13.2 Wargaming.net Business Overview and Its Total Revenue
    • 10.13.3 Wargaming.net Electronic Sports Game Introduction
    • 10.13.4 Wargaming.net Revenue in Electronic Sports Game Business (2015-2020)
    • 10.13.5 Wargaming.net Recent Development and Reaction to COVID-19
  • 13.14 Gfinity
    • 10.14.1 Gfinity Company Details
    • 10.14.2 Gfinity Business Overview and Its Total Revenue
    • 10.14.3 Gfinity Electronic Sports Game Introduction
    • 10.14.4 Gfinity Revenue in Electronic Sports Game Business (2015-2020)
    • 10.14.5 Gfinity Recent Development and Reaction to COVID-19

14Analyst's Viewpoints/Conclusions

    15Appendix

    • 15.1 Research Methodology
      • 15.1.1 Methodology/Research Approach
      • 15.1.2 Data Source
    • 15.2 Disclaimer

    Summary:
    Get latest Market Research Reports on Electronic Sports Game. Industry analysis & Market Report on Electronic Sports Game is a syndicated market report, published as Covid-19 Impact on Global Electronic Sports Game Market Size, Status and Forecast 2020-2026. It is complete Research Study and Industry Analysis of Electronic Sports Game market, to understand, Market Demand, Growth, trends analysis and Factor Influencing market.

    Last updated on

    REPORT YOU MIGHT BE INTERESTED

    Purchase this Report

    $3,900.00
    $5,850.00
    $7,800.00
    3,131.70
    4,697.55
    6,263.40
    3,646.50
    5,469.75
    7,293.00
    605,007.00
    907,510.50
    1,210,014.00
    325,065.00
    487,597.50
    650,130.00
    Credit card Logo

    Related Reports


    Reason to Buy

    Request for Sample of this report